gdprocmesh: (Linux) Incompatible with 3.1?

Using the current 3.1 release on linux, I can build the module just fine and the demo loads as well. However, checking the actual procmeshes, I do not see any script (should be the .gdns, correct?) assigned.

And when creating a new mesh and assigning the .gdns as the script, Godot freezes and in the console I see these errors spammed continuously (same when trying to assign it to existing meshes in the demo):

ERROR: surface_remove: Index p_idx=26404876 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:892.
ERROR: surface_get_name: Index p_idx=26404875 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:958.
Removing unused surface 
ERROR: surface_remove: Index p_idx=26404875 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:892.
ERROR: surface_get_name: Index p_idx=26404874 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:958.
Removing unused surface 
ERROR: surface_remove: Index p_idx=26404874 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:892.
ERROR: surface_get_name: Index p_idx=26404873 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:958.
Removing unused surface 
ERROR: surface_remove: Index p_idx=26404873 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:892.
ERROR: surface_get_name: Index p_idx=26404872 out of size (surfaces.size()=0)
   At: scene/resources/mesh.cpp:958.

And yes, the p_idx is crazy large and always decreasing. I did not try and wait for it to become 0 😉 Also, Godot’s memory usage starts blowing up, which would no doubt eventually lead to a crash.

I did change the .gdnlib file, but only added an X11.64=[ ] to the dependencies tag. And I also changed the godot-cpp submodule to the 3.1 release (the gdprocmesh repo checks out a slightly older version).

Not really sure what is causing this, if it is an error in the gdprocmesh or Godot itself, or related to linux, etc.

About this issue

  • Original URL
  • State: closed
  • Created 5 years ago
  • Comments: 19 (10 by maintainers)

Most upvoted comments

After enabling the plugin in my other test projects, why would I remember to do so the third time around? Oof…

The plugin works just fine now, thanks. I think the only problem that wasn’t an OSI layer 8 was the initial compilation with the pre 3.1 godot-cpp (and possibly git clean really was required, hard to tell).

Since all is good now, I’m fairly sure it can be closed.

Both the demo and my own test project worked.

I did have to compile using LLVM though - GCC gave me errors about ambigous overloads in various PoolArray classes. Also the HDR background does not load for some reason.

Now, as for the spam, this seems to be caused if you wrongly attach the .gdns to the MeshInstance. It needs to be assigned to the underlying ArrayMesh as described in the readme.